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The Spider 5-D Erppc Guide


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#61 Natrall

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Posted 04 July 2013 - 10:14 AM

alright, well to throw anouther one in the mix, although recently sold only cause of lack of bay slots and to master the spiders. my last build was 4mg's 1 ml, with 240xl and bap, with advanced sensor range . although I've unlocked target decay I've not bothered to save enough c-bills for it 6mill. I've spent mor time trying to master mechs. I've mastered 1 variant jenner, ellited 2, mastered 1 spider, elited 2, mastered 1 trebuchet, elited 2, elited 3 blackacjks, and basiced 1 variant of dragon so far. although I keep comming back to spiders lol and have taken more than a few assualts and taken on more than two to three opponents at a time, killing at least 1 or more at a time.

Edited by Natrall, 04 July 2013 - 10:15 AM.


#62 Talimar1

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Posted 05 July 2013 - 02:51 PM

I have found a most excellent spider build! It has 2 small pulse lasers and an ERPPC. I will post the build later, but it is so much fun to play! The small pulse change really brings it up to snuff, fighting lights is no problem whatsoever, especially if you get good enough to hit consistently with both the ERPPC and Small pulse in range, which isn't that hard because you are so close to them! I try to get behind other lights and you can core them before they really know what hit them. Even if you don't get behind them and can't hit with the ERPPC, the SmPulses make short work of enemy armor because of their power and most importantly their recycle.

Full build will be posted shortly, and maybe even a video :D

#63 Fraktur

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Posted 24 July 2013 - 11:52 AM

View PostCubivorre, on 16 May 2013 - 02:31 PM, said:




Guide V1.0
Hello everyone, you may be reading this to expand your knowledge on the Spider-5D, or to find out a new build, or maybe you're a new player just trying to learn a little more about the game. In any case, I hope you'll be able to take something new away from this guide I've put together! (Warning: it's a long one - the feint of heart may turn back now)

NOTE: Criticism is welcome, but only if it remains constructive. Remember, this is a thread about the Spider-5D, we are not talking about Jenners, Ravens or Commandos here unless it directly relates to the topic.

A little about myself, I have been around since February and after numerous fails in the bigger battlemechs I decided to give the little guys a go. Since then I have become quite a decent light pilot(Actually I think I'm pretty damn good but I will only toot my own horn in parentheses XD ) and I frequently get asked about my builds. Since the most demand comes from me playing in my Spider, I finally decided to get off my *** and write this thing. This is a thorough guide on how to play my personal webslinger build of the Spider 5-D. There are a few different ERPPC builds out there but in my opinion this is the best one. So let's get started!

What's the build?

SDR-5D Black Widow

Spoiler

This build can switch between sniper, skirmisher, harasser, and scout in the blink of an eye. We'll be getting into all of this in much greater detail below.

Why The Spider 5-D?
This build works extremely well with the Spider-5D due to many factors:
  • Speed
  • Small silhouette
  • Incredible arm movement
  • Very fast torso twist
  • Jump Jets
  • ECM
  • Looks awesome
Loadout









Weapons

Your main armament will come in the form of an ERPPC(webshot!) in your right arm. It allows you to deal a whopping 10 points of damage to a single location up to 810m away. Beyond your effective range, the ERPPC still does damage out to 1620m - albeit with a linear damage falloff that increases with the distance to your target.

Your secondary weaponry will be 2 small lasers - 1 in your center torso and one in your beefy arm(the right arm). These come in handy in up close engagements for a quick 6 damage and fast recycle time(spider bite!). If your ERPPC happens to get critically hit and consequently destroyed, these little guys will see you through to the end of the match with immense reliability that you never knew they had. The effective range of small lasers is 90m. They can deal damage out to 180m with linear damage falloff as distance increases past the effective range, similar to the ERPPC but lasers must be held on target unlike the ERPPC.

Equipment

Ferro-Fibrous Armor will give you an extra .38 tons to work with. Take it - you'll be putting those points toward armor and you'll have the slots to do it.

Endo-Steel Internal Structure will provide an extra 1.5 tons for you to work with. Same as the Ferro upgrade - take it, you'll have the slots free and will require the tonnage for your overall loadout.

Double Heat Sinks are inevitable for this build - They'll cool your mech much more efficiently than SHS, and at less tonnage since you won't have to add extras!

2 of 8 Jump Jets is all you need. Really! It's just enough to clear small obstacles to snipe over them, jump on top of buildings(including the citadel!), and give you the edge in combat with unprecedented mobility.

Guardian ECM makes you and your allies invisible on radar at distance, can jam enemy ECMs in counter mode, and prevents people from getting a targeting lock on you. Enormously beneficial!

The maximum engine size rating you can run in any given spider is 255. A good fit! Strapping this into your webslinger will allow you to move at 137.7 kph before speed tweak and 151.5 kph afterwards. Wow, that's really fast! And it's just as well - you'll need all the agility you can muster to ensure your survivability as well as lethality. This engine provides 10 internal heatsinks which will be invaluable as true doubles!

Modules

With an unmastered Spider-5D you have 2 module slots. It's really a shame! This build almost mandatorily needs Advanced Sensor Range. This will increase your sensor range out to 1000m, and makes you a far better scout and long-range fighter. For your other module, I would recommend taking either a Capture Accelerator, or a Cool Shot(The bigger the better, if you can afford it!). When mastered, you'll have 3 slots! Slap on the Advanced Sensor Range, Capture Accelerator, and Cool Shot(or drop the Cap. Accelerator and take 2 Cool Shots for maximum refrigeration!).

Early game: Scouting, Pressure and Espionage

Now that you know your effective ranges, speeds and jump capability, the question of 'what range should I begin engaging the enemy?' arises. There is no solid answer to this question, since normally you'll have to decide depending on the situation.

Pressuring the Enemy

For smaller maps like Forest Colony, and River City you might just start belting them out from the get-go to put pressure on the enemy. Although, on larger maps that will have you spotting enemies at distance you may want to forgo a few meager points of damage at long range in exchange for a stealthy approach and safer scouting. It's much harder to actually pressure an enemy team on larger maps with immediate fire because they have much more room to hide or flank from. They can take a small step behind cover and take plenty of time to look at their options for advancing whereas on smaller maps, they will have to make a decision quickly to avoid being pinned down and battered to pieces by you.

Stealth

If you decide to run stealthily at the start of a game, you have to keep something in mind: your ECM will provide you cover from battlemech sensors - not keen eyed pilots. Think about where the enemy is heading, and stay out of sight. Try to dart between cover when you think you can get away with it, use terrain like hills to quickly crest - spot - and get back down before the enemy has noticed you. Those few seconds that you light that enemy battlemech up on the map is a tremendous help to your team.

Sometimes, you can get really lucky and sneak all the way to the other side of the map. If that happens, capitalize on your ninja skills! You can start doing one of two things: Begin pelting them in the back with ERPPCs OR let the enemy walk far away from their starting zone(inform your team where they are!) and step on their base to draw a few back providing your team the advantage of numbers. That said, if no one comes back.. You'll win by capture! :D

Mid Game: Strike Fear Into Them

Now it's time to sink your fangs into the enemy team! You should primarily aim for larger mechs, and engage lights only when the opportunity presents itself or you need to fend them off for your heftier allies. When the battle starts, help out by placing a few pot shots here and there until both main forces are really focused on each other. This happens quicker in some maps than others but it will inevitably heat up.

Striking

The battle is raging. Both sides are duking it out. You are now one of the smallest, deadliest of forces to be reckoned with at this point. You can sweep in and out of other players engagements quickly with enough time to get a few ERPPC shots off. Find an injured, lone, wayward battlemech and send him to hell. If it's a slow battlemech that you can outmaneuver you should make easy work of him. However, if you see that the pilot is indeed competent and fairly fresh in his/her (atlas, cataphract, or any other mech that is of high threat level to you when fairly undamaged). If you can get to a good position that's out of the way but provides a good vantage point as well as cover, you can snipe the enemy into little bits!

Check it out!
Spoiler


Harassing

Sometimes, you will find that your team is being pinned down into an otherwise suboptimal location, slowly taking damage but not sending enough back to the enemy. Times like these call for you to jumble the enemy forces by providing a distraction, biting at their backs, or doing a quick driveby and fleeing. You'd be surprised how quickly this can turn the tide of battle for your large but lovely teammates. Also, running in and out of combat and generally making a nuisance out of yourself is quite helpful. Enemies will sometimes target you leaving themselves open for attack and/or allowing your team to dive behind cover. Sometimes they'll just get enraged by you and stomp off to chase the itsy bitsy spider leaving their team down a mech!

Defending Yourself

If you find yourself outgunned and in the midst of a bad situation that you didn't mean to put yourself in by running along at top speed listening to your old Scandal albums, then you need to know how to survive.

When facing a large opposition that are all shooting at you, try a somersault! Do a barrel roll! Use the boost to get through! But seriously, you need to be a lunatic - roll your torso all over the place to spread damage about if you're being hit. Your gimpy arm(the left arm) is your shield arm - it's a sacrificial limb and you don't need it for any reason other than to soak up a little bit of damage before you get behind cover. That means, keep your left side towards the enemy while you run away.

Jump jetting! Try to avoid large jumps as it is very easy to predict where you will land. Small jumps to the left and right while moving at maximum speed are usually what is called for if what you need is a quick escape!

If you are being pursued by a single mech(most likely an opposing light[A Raven-3L because you won't have much trouble dealing with anything else] mech) that you'd prefer to avoid single combat with, try and kite them back to your team's main force. He'll break off his pursuit before he chases you for too long if he is smart, and if he isn't he will get a good arse-whoopin' from your team! If it happens that you're being chased by a pack of enemies that can just about keep up with you, do everything within your power to make it back to your team as quickly as possible and only take shots as they reveal themselves to you. If they are not jump capable, try to jump to an area that they cannot reach. It may just buy you enough time to get away.

I intended to fight only the cicada on this base. A spider and another cicada appeared!
Spoiler


End Game: The Edge of Glory

If everything has gone well and your team has done a fairly good job of blasting enemy robits then mopping up should be an easy job. However, don't forget the game isn't over till it's over! If you get greedy and run in for the last kill or two you may find yourself fighting a critter with it's back up against a wall if you know what I mean! If the enemy doesn't panic at the sight of you(Which they should, you're the mothereffing grim reaper), then they stand a good chance of landing one last lucky strike before they go out in spectacular fashion by the rest of your team. You know that jager with the XL engine with all 3 torsos glowing red? He's packing AC/20's and one good shot is all it takes. Play it safe, play it smart. That said, if you fancy yourself as something of a gambling man, by all means go for it!

When Things Seem Grim

Okay, now on to the other end of the spectrum: The valiant last stand. It has happened on many occasion that the last mech standing on your team is the deadly black widow, but however lethal she is there are always bigger mechs that threaten to stomp her lights out. And by her, I mean you.

If it so happens that you find yourself alone against the enemy team, remain calm. You can still snatch victory from the jaws of defeat! First, determine how many players are left on the enemy team. If it's just one, find out his loadout and judge whether he is a long range fighter or a brawler. If you can, use your speed and jump jets to dictate the range that the battle is fought if you don't want to knife fight with him.

When you face two opponents, things can get tricky. Try to string them out - If one mech is slower than the other you can attempt to get one alone and hammer on him for a bit before engaging the next. Once again, if at all possible, use your speed and jump jets to dictate the range that the battle is fought.

On the off chance you're fighting against three or more mechs, try to string out the quick mechs and take them out far from their slow heavy hitters. If you manage to survive that and there is just a mass of enemies that you can't escape from, you'll have to initiate lunatic mode: zip, zag, dodge, weave in and out of their group while taking any shots you can get but pay attention to the paperdolls! You're not going on a suicide mission - You're going on a mission to destroy one or more mechs quickly. By getting getting in the middle of all of them and zipping around you make them block each others shots and hopefully get a little friendly fire out of it. If you get a kill, see if you can back off and snipe at them. If it's better to get in and brawl, do it but remember - You're a god**mn lunatic. Reflect it in your piloting.

In this video, I manage to defeat a stalker and a jagermech on my own and win the game for our team!
Spoiler


Extra Tips and Things to Know!
  • When you're running really hot, it's best to only use the small lasers!
  • Make a little extra detour when running in and out of combat to cool off a little before heading back in.
  • Don't overheat in the middle of a fight - Stationary mechs are dead mechs (especially lights!).
  • If you DO overheat, make it worthwhile - Take someone to hell with you.
  • Remember that you're a lunatic.
  • You may miss a lot - That's okay. You're running really fast in a very twitchy mech. Sometimes the game won't recognize that you made a hit either. That's okay too. Don't get discouraged.
  • Spiders are advanced mechs and new players may find it hard to survive or play this mech well, but if you practice you can become a black widow too!
  • It might help for some people to hold the arm-lock key just before you fire the ERPPC so you don't have to worry about wonky convergence.
  • Try not to damage your legs too much by collisions and fall damage.
  • It's easier to suck the blood of your prey from behind!
  • Remain a lunatic.
  • Outsmart your foes - Weave through buildings and cover and don't take predictable routes.
  • I make videos! Watch them!
I hope my guide helped you in some way or another. If you have any questions or comments, let me know! Criticism is welcome, but only if it remains constructive. Remember, this is a thread about the Spider-5D, we are not talking about Jenners, Ravens or Commandos here unless it directly relates to the topic. This guide will be updated as necessary!




your video gave me a stiffy! I love my spider! I'm close to mastering my 2d variant. You are my role model!



Thanks guys and gals, and enjoy your new black widow!


#64 TheGunKnows

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Posted 06 October 2013 - 07:37 AM

Been playing around with this build for a while now. Don't feel as though I'm using the small lasers that much so sometimes switch them for TAG depending on my companions. Overall I really like it.

Edited by TheGunKnows, 06 October 2013 - 07:48 AM.


#65 ohtochooseaname

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Posted 06 October 2013 - 11:10 AM

IMO, a large pulse is better now due to heat considerations, though I've been using 1 large, 2 mediums lately.

#66 Cuddlytron

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Posted 13 October 2013 - 03:00 PM

Cubivorre:

Thanks for the great write-up! I just started running Spiders recently, and I found your guide very helpful in figuring out how to load up my 5D.

Quite a few changes have been implemented by the developers since you wrote your guide. The increase to ERPPC heat and decrease to projectile speed have a significant impact on this build. I have found that the build is still quite effective, but it tends to run borderline too hot in many circumstances (especially on the hot maps!)

I am curious to hear your thoughts on these recent developments, and what (if anything) you've done to modify your 5D build.

#67 Mogney

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Posted 15 October 2013 - 03:42 AM

I still like the ERPPC. It is alot harder to trace back to the shooter from long range than a large laser.

This is a good guide. I go with a TAG though instead of the 2 small lasers.

#68 TheGunKnows

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Posted 16 October 2013 - 08:38 AM

Really enjoying this build.
Great for pulling/harrassing, but cooldown makes it difficult for me to go head to head with most enemies. But played right, this build is pretty sweet!

#69 KevinL21

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Posted 24 October 2013 - 10:02 AM

Thanks for the write up.

I am testing out this build

new to the game. enjoyed the sdr-5k (c) trial mech

wanted to get some xp on the other variants.

good job.

#70 xMintaka

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Posted 28 October 2013 - 01:47 AM

This build is utterly fantastic! I originally ran it with one MLas and less armour. Now I'm using two SLas and two jumpjets. Anything under 300 damage rounds are a big disappointment with this, which is a sharp contrast to 100 or 200 damage max in most other chassis. The only thing I have that can come close are a couple of Commando's loaded with SRM's.

Absolute best was just now, 912 with three kills (!).

The ERPPC is probably my favourite weapon of all. Great for distracting enemies and softening them up at long range, then when you want to dance, you can!

Absolutely love it. Thank you for posting this!

Edited by Lunatech, 28 October 2013 - 02:06 AM.


#71 joker1974

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Posted 18 November 2013 - 09:42 AM

This is pure win! Althought it will set you back like 7 million for load out (excluding modules!). However, the fun it brings is more than worth it. I slightly changed the build a bit, due to personal taste:XL235 (still 126.9kph, if I go over 130 I just can't aim); ERPPC, 2 Small pulse laser: ECM and 2 jumpjets. Never played with jumpjets, and I must say, it brings a whole new world you can play with. Of course all the upgrades are needed, and due to smaller engine I could slap in another DHS. I've not yet made up my mind which modules to take, but need to grind a bit more cash to effort them anyways. (sorry for the blab of text, but for some reason it doesn't allow enters...)

#72 Gunbuster

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Posted 10 March 2014 - 04:47 AM

For the last few days I have been playing my 5D with an ERPPC, ERLL, and Tag. (no JJ)

#73 Koniks

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Posted 12 March 2014 - 06:43 PM

Try it in an FS9. With the FS9-S you can also provide AMS cover. With the H, you can use MGs instead after you open a hole in someone's armor.

Edit: and you can go 150kph.

Edited by Mizeur, 12 March 2014 - 06:43 PM.


#74 Cubivorre

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Posted 12 March 2014 - 10:56 PM

Wow - it's been ages since I've played! I'm surprised this thread is still around.

And I'm glad it's helped so many people! You guys made it worth my time. :D

Maybe I'll come back to MWO to see the state that its in and if I'm sufficiently pleased I may jump back in and redevelop this guide so it won't be so out of date.

Keep webslinging, spider friends! ;)

#75 Claviger

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Posted 02 May 2014 - 12:13 AM

Inferior build do this with that:
Posted Image

Posted Image

#76 ThatBum42

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Posted 02 May 2014 - 02:19 AM

View PostClaviger, on 02 May 2014 - 12:13 AM, said:

Inferior build do this with that:
-img-
-img-
Oh god, put that first one into the Carry Harder thread immediately, if you haven't already.

#77 NameNotAvailable

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Posted 02 May 2014 - 04:57 AM

dayum! Impressive stats Claviger. I'm newly converted to the Spider 5D and it's rapidly becoming my favourite chassis. I'm trying out various builds, can't decide between 2 ERLL or 1ERPPC and 2ML, with an xl230 I get about 135kph with tweak.

Would you mind sharing your build? It's clearly working ;-)

#78 Airu

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Posted 02 May 2014 - 09:56 PM

nice damage, but erppc build worked before erppc heat nerf, after it doesn't output enough dps
I personally switched to 2ml 1LL with XL255, cause I can't not use top engine on lights

#79 Jenkss

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Posted 06 May 2014 - 05:00 AM

I used to love the ERPPC Spider 5D build, but heat nerfs and a sudden increase in ping (or decrease in decent hit reg) has made me switch out for 1LL and 2ML.

Still do good sustained damage.

Doesn't quite have the range or hard punch that it used to but it's still damn fun.

When will they finally do the visual upgrade to the Spiders and give us a hero to play with. I'll definitely go back to running an ERPPC just to see it slung under the 5D's arm.

#80 Bigbacon

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Posted 11 May 2014 - 02:34 PM

i think this is going to be my next set of lights to elite. I am a HUGE fan of the fast light with a long range weapon with SL/SPL back ups for up front alphas.

loving the locust 1E with ERLL and smalls and I'm overall favorite mech is my ember with the AC5 and 4 ML

Edited by Bigbacon, 11 May 2014 - 02:35 PM.






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